• New features
- "Restart Scenario" option from in game menu
- Window mode from in game menu
- Editor: Reinforcements are configured in unit details popup. Use "Edit trigger" button.
- Editor: AI actions are configured on the Actions tab in Edit->Scenario Params screen. Use "Add AI Action" to create an action that will dynamically change AI behavior.

• Technical issues fixed:
- PBEM: Some MP games getting "dead" (the game freezes when trying to load the game).
Note: Existing "dead" games should load with 1.01 too. However, some of such existing games may not be able to show replay of the opponent's turn.
- PBEM : Claim button does not work
- SE units cannot be deployed if deployed last.
- Units with zero ammunition still contribute as mass attackers.
- Forts can be upgraded and given transports.
- On a joint rail/naval port, it is possible to load infinite naval transports under certain conditions.
- Turning supply off allows recon units to move an unlimited amount of hexes.
- Multiple ranged leaders allows half tracks to engage in range combat.
- Recon units with some remaining moves are not indicated with arrow and included in next unit sequence
- Hidden ground units stop moving ships, and vice versa
- Under certain circumstances the AI can assume control of player's units
- A lot of other minor issues (strings, cosmetics, etc.)

• Massive list of changes in eqp file (cost tweaks, stats tweaks, even a few game rules tweaks) to improve overall unit balance.
• Support for additional DLC packs.
• Mechanism to transfer your core from one campaign to another, used in Grand Campaign.
• It is now possible to add new units on triggers in the mission. This allows for example a location to be occupied and a captured enemy general to be placed. Who must then be extracted to complete a mission.
• The new unit function also allows for captured units to be enabled. A range of captured Polish and French units have been added to the equipment file.
• A far more extensive range of mission objectives are now possible and the Grand Campaign ’39 and Grand Campaign ’40 packs make good use of these.
• Overall the scenario design options have been given a huge boost so expect modders and designers to have a field day.

• 4 new MP maps
• Added a number of new Soviet units - IS1, KV85, BS3, 85mmM1939, Soviet guards, Soviet SMG and Soviet conscripts
• New layer in the tileset used for custom hex markings
• Fixed a number of strings issues in English and German versions
• Fixed window mode turning on by itself occasionally
• Various other bug fixes

• Gameplay
- 20+ new units to be used in existing scenarios and also in user mods, including minefields, gliders, flame throwing tanks and motorcycle infantry
- The game was extended with desert-related graphics and game rules, and is fully compatible with scenarios (both official and user made) set in Africa theatre.
- New weather type: sandstorm.
- A new option to disable "Undo Move" command. Available in both single player and multiplayer.
- Embarking and immediately disembarking on the same hex is treated as undo and does not spend unit's move.
- Planes no longer see enemy units underneath in bad weather.

• UI
- Heroes are now shown on the map as golden dots on unit's strength plates.
- In unit list it is now possible to hover over hero portraits and see their bonuses in a tool-tip.
- Unit info screen shows not only the number of kills the unit scored, but also the number of losses it took in the course of the game.
- Scenario briefing, as well as any messages that appear in course of a scenario (new feature, not used in old campaigns), are now included in Message log invoked via UI button of Ctrl+M shortcut.
- Library was extended with articles about the most prominent WW2 fighters and bombers.
- Added Italian heroes and awards, and also 10 new German heroes.

• AI
- Some general improvements in AI play logic.
- The AI can now use more unit orders, in particular drop paratroopers and switch multipurpose units.
- The AI supports a number of new settings available to modders via the new editor.

• Multiplayer
- The patch updates the game to version 1.10 which is required to login into Multiplayer server after Afrika Korps release.
- The game is updated to be compatible with Afrika Korps engine, so that it is possible to accept challenges and play games against opponents using Afrika Korps.
- One more new MP scenario added: Spoils of War
- Corrected balance in Iron Cross Red Star map.

• Bug fixes
- A number of fixes in unit icons and animations
- Movement heroes no longer affect units in sea/air/rail transports
- Fixed crash when using Mount and Supply hotkeys during deployment
- Fixed strategic bombers adding white flag when bombing cities with no flags on them.
- And much more

• Editor
- More advanced scripting. Now it is possible to trigger not only single actions but also scripts which can consist of several actions. Each script can run one or several times, and also skip a few runs before it gets executed. Also, it is now possible to run scripts not only at the end of a turn, but immediately when the required condition is met (e. g. you capture a city - this triggers an event), and also at the beginning/end of axis/allies half-turn. There are new types of actions (display message, center on hex, mark or unmark certain hex as victory objective) and conditions. Setting and checking tags allow scripts to exchange information - a certain trigger could depend on one or several scripts running prior to its execution etc.
- A number of new AI orders. It is possible to give the units to move to a certain hex via a given trajectory, or to move to one of several hexes randomly; patrol area in different ways, or disembark on one of several given hexes randomly. Also, the AI action allows assigning all these new AI orders based on a certain trigger.
- Unit placement randomization. Both deployed units and reinforcements can now appear at random location - within a given radius from their original hex, or in a given zone. This allows to do pretty tricky randomizations: for example, reinforcements could come from any location on the border of the map.
- Heroes configuration. Now it is possible to assign any heroes to any units on the map.
- Exit zones. Available via Special Hexes layer, and separately for Axis and Allies. A unit which enters such a hex is removed from the map and is placed in Reserve. It is also possible to analyze units in reserve using map condition with "Where" set to "Reserve".
- It is now possible to set max strength on a per-unit individual basis.
- It is now possible to have several different transports of the same type in the same scenario (e. g. normal air transports and gliders at the same time). They are configured via Transports tab in Scenario Params.
- Theatre setting. Any scenario can be set in Europe or Africa. Depending on theatre setting the units will use appropriate camouflage.
- In addition to cloudy weather, rain and snow, it is not possible to specify probability of sandstorms in a given scenario.
- Share flags setting. If set, units of any nation can be purchased next to flags belonging to allied nations (e. g. German units near Italian flags if Germany and Italy belong to the same side).
- "Special" check box in unit params, allowing you to mark mission-critical units (the ones you need to protect, escort, or destroy) with a different strength plate.
- Generate Tiles command no longer overwrites any tiles set manually by the designer. It is possible to generate tiles on a per-layer basis.
- It is possible to change unit type without losing its stats - just select new type and click on the unit twice (first click will select the unit, second will change the type).
- Units should no longer lose transports after editing unit params.

• Other
- French and Russian localizations included with this patch.
- It is now possible to reduce the game memory footprint by running it with a /nocache command line switch. This might be useful if you are using heavy mods, or simply have very little memory on your PC.
- In Data folder there is a new file called diff.pzdat. This file contains all settings for all difficulty levels. So it is now possible to customize difficulty as you want. Also, the modders can include a custom diff.pzdat with their campaigns, thus making difficulty levels which are more suited to their content.
- Movement tables can now use fractional movement costs (with one digit after decimal sign, e. g. 1.1 or 1.5, but not 1.25).
- New unit traits: minefield, minesweeper, minekiller, glider, nozoc, reconmove.
- It is now possible to configure which transports a unit can use, on a per-unit basis, and also create new transport subclasses within primary transport classes (land, sea, air and rail) in the equipment table.
- It is now possible to exclude any unit from any theatre of operation in the equipment table.
- Multiple nation campaigns are now supported - just list all nations separated with commas in the campaign.pzdat file.
- The game can now play voiceovers not only for pre-scenario, but also for post-scenario briefings.
- Switch command should now work between planes (i. e. switch ground to air and vice versa).
- Added "kills X" cheat. Allows setting any number of kills on a unit.
- Added "reform units" cheat. When this mode is active (entering the cheat code again deactivates it), all killed units move to reserve with zero strength and can be reformed before the next scen. Killed unit loses all experience, but preserves name, awards, heroes and battle history.
- "all eqp" cheat now also allows to purchase bonus and captured units.
- Removed "air", "sea' and "rail" cheats.

• Bug fixes
- Fixed a crash bug related to the "Undo" option when being ambushed.
- Fixed a ZOC issues related to the "Undo" option.
- Fixed a number of map string bugs including issues in other languages and invalid strings in save/load.
- Fixed a few issues when using Panzer Corps 1.10 with mods intended for 1.05.
- Fixed cities and airfields in muddy and frozen tilesets to match dry tileset.

• Editor
- Added all desert-related tiles to muddy and frozen tilesets.
- Added new option to the Editor (Scenario Params, General tab): "Clean reserve after deploy". This allows you to design campaigns with part of the core force.
- The editor now allows negative hero bonuses.
- Custom unit's max strength is now preserved after upgrade.

• UI and controls
- Minor adjustments in turn splash screen: scenario name is added to information shown; more screen space is used for victory conditions
- Number of units in reserve is now shown as N+B, where N is the number of normal units, and B is the number of bonus units.
- Prestige tooltip in the main UI now includes per-turn prestige bonus.
- Unit's battle history now includes unit upgrades.
- It is now possible to deploy paratroopers in the air or on the ground, using the ground/air switch.
- Actual ground state is now shown during deploy phase.
- When both movement and attack is possible to a certain hex, the player can now choose movement or attack using ground/air switch.
- On scenario result screen Enter now means "proceed" and "Esc means "view battlefield".
- Once spotted, immobile structures remain spotted on the map even if there are no units spotting them (like minefields).
- Sort order in the unit list is tweaked: now SE units are always shown after "normal" units.
- Added hotkey for Switch: W
- On briefing/debriefing screen Enter can be used to close the screen (except when there is a choice of the next scenario).
- In the scenario result screen Decisive victory, marginal victory and Loss now use different images.
- The game no longer counts carriers when calculating dangerous hexes for strategic bombers.

• Other
- Added "dice chess" cheat. Similar to "chess", but there is a certain limited randomization of combat results (unit's chance to hit and suppress can vary +-20% from its normal value).
- German localization of Africa campaign is included with this update.
- Added german Manual to german localization.
- Replaced russian Editor manual doc with pdf.
- Fixed the issue with ground units sometimes deploying on the water without transports.
- Various small fixes in russian localization.

• DLC 1939:
- Poznan A briefing addition:
- Note: SE Unit limit for this campaign is 2. Experience cap has been set to 225.

- Poznan:
- Added Second Lieutenant Rudel hero.
- Added mission text:
- We're sending you a special reconnaissance unit to supplement your forces!
- Although the flight leader of the unit has been deemed unsuitable for combat, there are those that believe he may have untapped potential... To that end, I highly recommend you not disband this recon flight, but instead make the maximum use out of it in every battle to come!
- Geographical changes:
- Gorlitz renamed to Glogau
- Jelenia Gora renamed to Trebnitz and flagged German
- Zielona Gora renamed to Nowy Tomysl
- Several Polish towns have been replaced with fortified checkpoints
- Trigger fix: Marginal victory now awarded for axis control of 2 or more primary objectives

- Lodz:
- Polish position around Kutno is much stronger, but also set to hold position fire AI setting.
- Added Oleh Dir hero unit
- Added mission text:
- Special reinforcement unit has arrived!
- You are strongly advised to bypass the fortified defenses in front of Lodz instead of attacking them head on!

- Piatek:
- Trigger fix: Marginal victory now awarded for Axis control of more than 0 primary objectives
- Loss now results from control of 0 primary objectives.

- Wyszogrod:
- Replaced D Loss text with
- A very disappointing performance, Herr General. As you were unable to secure your objectives we will have to devote additional resources to clear out the remaining Polish resistance that is now taking positions within Kampinoska Forest.
- This, however, is no longer your concern. As a result of your failings, you have been ordered to return to Berlin immediately as an investigation of your actions in this campaign has begun. You are dismissed!

- Kampinoska Forest:
- Foreshadowing units around Modlin have been strengthened, but also set to hold position fire AI settings.

- Wassigny:
- Second paragraph has been changed to read:
- Your objective is to scour the area for Giraud’s Headquarters, destroy it, and occupy the city where it is located and capture the General. To ensure that your prize can be properly… questioned, you must then escort the General back to your deployment area, specifically the area on your map marked as 'Capture Zone A'. Any information that can be retrieved from Giraud, and the demoralizing news of his capture, outweighs any territorial gains you might acquire here, so keep in mind that capturing and then escorting Giraud is your primary objective.
- All French infantry that spawn in the central area of the map after Giraud has been captured have been removed.
- Added mission text:
- A massive French counter-attack is closing on your position! Air Reconnaissance units have spotted French infantry and armor assets simultaneously approaching from the north, west, and south! You must organize your forces to engage in a fighting withdrawal against these overwhelming enemy forces to buy enough time to extract General Giraud!

- Calais and Amiens B decisive victory text changed to
- Begging your pardon, Herr General, sir… but your advance was so successful that our lines of communication have not been able to keep pace and we have lost contact with the Generalfeldmarschall and High Command. I have a report for you of a very significant build up of Allied troops trapped in a pocket at Dunkirk, but we have not received any new orders on where or how to proceed.
- What shall I tell the men, sir? Shall we march on Dunkirk, or work on restoring our communications and await further orders?

- Added Hans-Ulrich Rudel hero to Minsk41 scenario.
- Added mission text:
- After repeated requests to be transferred to a dive bomber unit, we've decided to grant Hans-Ulrich Rudel the chance to test his combat abilities! I am certain you will put his skills to excellent use.
- Congratulations, a unique Stuka unit has been added to your core!
- Added mission text:
- We've mobilized an extra special unit to help you crack the defenses of the Brest Fortress.
- Karl mortar reinforcement has arrived!

• DLC 1943 East:
- Kharkov43 A briefing addition:
- Note: SE Unit limit for this campaign is 6. Experience cap has been set to 525.
- Transport on 88 flak gun replaced with new heavy transport
- Added in mission text:
- Looks like you found one of those Soviet officers! Make sure to safely escort him to Capture Zone A.

- Enough Soviet Officers have been captured to satisfy our intelligence needs. Be sure to leave them in the Capture Zone and give them suitable protection, but now you can turn your main efforts to defeating Soviet forces in this region!

- Prokhorovka:
- Added aux unit heroes Erich Hartmann and Kurt Knispel
- Added In mission text:
- We've depatched some of the best officers in all the Wehrmacht and Luftwaffe to aid in your offensive! Use them wisely!
- Final Soviet attack wave triggers when German units approach Prokhorovka instead of activating after part of Prokhorovka has been occupied

- Konigsberg trigger fix:
- Decisive victory awarded for holding all victory hexes at the end of the scenario instead of needing to hold ALL hexes.
- Konigsberg A briefing now says to hold at least 3 objectives, down from 4 to match the pzloc and scenario settings.

- Berlin:
- Trigger fix:
- Marginal victory awarded for holding more than 5 victory hexes at the end of the scenario.
- Added Erich Hartmann hero unit
- Added in game text
- Answering the call to defend Berlin, a very special reinforcement has arrived!

• Changes from the translation document:
- HardelotA.pzbrf now has a date.
- Gironde.pzloc renamed town to Begadan
- Etna Line North.pzloc and Etna Line South.pzloc renamed town to Catenanuova

- Text in the following scenarios have been reformatted so the second paragraph correctly displays in game:
- Etna Line North.pzloc
- Etna Line South.pzloc
- Messina.pzloc

- Volturno Line.pzloc renamed river to Biferno
- Falaise.pzloc town renamed to Carrouges
- Montelimar.pzloc towns renamed to Malataverne and Espeluche
- St. Lo.pzloc towns renamed to Villebaudon, Gavray, Tribehou,and Airel and Decisive Victory cannot be won if 8 or more Allied units escape.
- Toulon.pzloc town renamed to Draguignan
- Bastogne Siege.pzloc town and river renamed to Clerf
- Houffalize.pzloc town renamed to Sterpigny
- Liege.pzloc town renamed to Noorbeek
- SeaLion45.pzloc town renamed to Bexhill-on-Sea
- The End on the Elbe.pzloc town renamed to Torfhaus

• Change List
- Fixed advaced options in GC
- Fixed the issue with too generous hero assignment in GC
- Fixed default game layout: if the patch is installed on PzC Wehrmacht, UI will not default o Allied skin after install.
- Kamikaze units (like V weapons) no longer get to reform list.
- Fixed AK intro movie - should play correctly now if AK expansion is activated.
- When starting GC, UI skin should switch to german, unless Allies in the only installed expansion.
- Disbanding 0-strength no longer gives prestige. Disbanding understrength units (e. g. 1-strength) gives proportionally less prestige.
- The game should now display an error in case it fails to save the game (bad file name etc.)
- Replays no longer display danger dots when moving airplanes.
• Other changes:
- If "Custom difficulty" checkbox is not checked, difficulty sliders are updated to reflect the currently selected difficulty level.
Unlocked a few more experimental options which were used in the Allies beta, available via
- gamerules.pzdat file.